Table of contents:
1.) Initial thoughts and introduction
2.) The cards and how they might work in conjunction with the events
3.) Conclusion about the cards and events
1.) Initial thoughts and introduction
Like most of the people who are playing this game, I was very excited by the news of Ixalan’s upcoming release, and keyed into each of the blog posts, eagerly awaiting news and spoilers of what to expect from Oktagon’s first set. Following the first blog post and the cards spoiled along with it, I was left feeling unexcited for any of the spoiled cards, and figured that the spoiled cards were just examples of what was to come mechanically, but weren’t examples of “chase cards”. Each day, I excitedly read the new blog post, and each day I was left hoping that the next day’s post would spoil a card that would stoke my excitement for Ixalan’s release in MTGPQ. When the full spoiler of the set was released, I was completely unimpressed with the set. There weren’t any cards that I felt excited to build a deck around, and while there were cards that seemed like they could be interesting, they all seemed to be severely lacking in power and overwhelmingly expensive in mana cost. I couldn’t see a reason to include almost any of the new cards in a deck that I would put into an event that didn’t force me to use one of the new keywords or tribes. For that matter, given the other sets that are available for us to use in “Standard” it seems difficult to justify using many of the new cards over seemingly cheaper, and better versions of those cards. It wasn’t until I read the Elite Collection spoiler that I felt excited to build around some of the new cards. I had a fun discussion in my Coalition’s chat about how we could make some potentially interesting decks around Knight of the Reliquary and Magus of the Moon or with Sanguine Bond and Swords to Plowshares, but lets face it, only a handful of people in the world will actually get their hands on both of the cards in either of the pairs because they are from the Elite Collection. Given that what was spoiled is what we are going to get, I decided to take a few more looks through the set to try and find some potential decks that would be fun to play and feel powerful. In the end I found a few things that I think could potentially be interesting, and after having the opportunity to sleep on it, I was able to put my thoughts together and I have some insight that I think will be helpful for you to think about going forward given what we are going to be getting. Spoiler alert, I think you might find yourself enjoying Ixalan in MTGPQ more than you are currently expecting.
2.) The cards and how they might work in conjunction with the events
The new mechanics look like they could be both fun and powerful if placed in the right deck with enough synergy and the right pieces. When I initially looked through the spoiler of the set, I did not see enough cards that enabled the new mechanics, but after further inspection of the events, I changed my mind. The mana costs of many of the cards are significantly above what I would expect for the power level of the abilities on the cards, but the way that the upcoming Ixalan events were constructed will maybe shine a new light on the current perspective of the cards. I am going to copy pieces of the blog post and then dissect elements of it to explain how I envision things will play out for us. While you go through the snippets below, please think about the impact that the event modifiers could have on the progression of a match. It could potentially bring up memories of 2x mana or enrage for 2x damage. The new events may change gameplay in a very new and exciting way.
Treasure Hunt – Treasure Node (Normal Difficulty)
In the Treasure Hunt node, starting on turn 3, players will find a Treasure every 3 turns. Since players will be getting Treasures every 3 turns, you will have access to more mana as the game goes on.
Exploring the Wilderness – Explore Node (Hard Difficulty)
In this node, starting on turn 3, your first creature will Explore at the start of every turn, while your opponent’s creature will Explore slightly more.
Enraged Wildfire – Enrage Node (Epic Difficulty)
Here, at the beginning of each turn past the third, your creatures will get an ability that triggers whenever they take damage. The order for the abilities are:
-Get a power/toughness boost.
-Deal damage to the opposing Planeswalker.
-Gain life.
Raid and Plunder – Raid Node (Legendary Difficulty)
In this challenging and aggressive node, each creature you control, starting on turn 3, will always:
-Make the opponent lose life.
-Destroy gems of your opponent Planeswalker’s colors.
-Give mana to a random spell in your hand.
Okay, so if you look at the above events for the Across Ixalan - PVP Standard event, most of the nodes have a modifier that will be increasing your mana gains. We are comparing the abilities of the upcoming cards to cards from previous sets, and to how they will work without these new modifiers that are going to be part of the events. If you look at the Ixalan set as it is currently spoiled, it is seemingly a lot weaker than many of the previous sets, especially due to the high mana costs for the cards. The thing to keep in mind is that we are looking at this set without how it will interact with the modifiers in the upcoming events. I am still hopeful that the mana balance and tuning is in part due to the effects of the upcoming events and how the modifiers for those events will impact the game. Sure, it will be tempting to continue to use some of the old powerhouses like Hazoret’s Undying Fury with mechanics that are going to give us more mana to play with, but it will also likely make it so the new cards and their mana costs aren’t as crippling as they seem at first glance. If you took part in the recent Holiday events, you may have had a mana curve in your decks that was higher than what you would usually use due to the 2x mana bonus. It is very possible that the events here will inspire the same sort of play with the new cards. Try not to knock the set until you have tried it with all of the new mechanics and modifiers in mind. This is coming from someone who like many of you was not impressed at first glance.
For the next event, we are getting a Standard PVP Coalition event. It’s nodes will also have modifiers that will impact the flow of the game. I will once again post the relevant snippets from the blog post and then dissect them.
Clash of Waves and Cannons – Blue Node
This node centers around the conflict between the Brazen Coalition and the Shapers. In this node, all your Pirates will get a passive power buff and will strengthen your supports, while weakening your opponent’s whenever they come into play. Your Merfolk, however, are Unblockable and get a power/toughness buff until end of turn, whenever you cast a spell. A special rule that affects both players is that they both draw extra cards each turn.
Through Fasts and High Waters – Black Node
This node is built around the encounters between the Dusk Legion and the Brazen Coalition. Here, all your Vampires gain Flying and get stronger whenever an opponent takes damage in a turn. Your Pirates will get a passive power buff and weaken your opponent’s last reinforced creature before they die. A special rule that affects both players is that they both lose life at the beginning of their turn (this won’t trigger the Vampire’s getting stronger).
Visions of Glory and Gold – Red Node
This node reflects the conflict between the Sun Empire and the Brazen Coalition. In this node, for as long as you control a Human, your Dinosaurs will cost less… and your Dinosaurs will deal damage to your opponent’s last creature as they enter the battlefield. Pirates here have Haste and find Treasures whenever they attack. The special rule that affects both players is that they both draw an extra card at the beginning of their turn and discard a card at the end of the turn.
Blessings of Rivers and Jungles – Green Node
This revolves around the battles between the Shapers and the Sun Empire. Merfolk here get a passive buff and increase the cost of cards in your opponent’s hands when entering the battlefield. Dinosaurs also get a passive buff and if you control a Human, they also get the Regenerate ability. This node’s special rule that affects both players is: Converting gems to that player’s Planeswalker colors.
War of Sun and Dusk – White Node
This one focuses on the war between the Sun Empire and the Dusk Legion. Here, if a player gains life and they controls a Vampire, a Token Creature that player controls get reinforced. Also, Vampires have Vigilance. Dinosaurs here have a passive toughness buff. Also, while a player controls a Dinosaur, their Humans have First Strike. The special rule for this node that affects both players is a way to get around all these pesky defensive keywords: “Activate 1: Disable your opponent’s first creature until the start of your next turn.”
This event seems like a glorified Nodes of Power event, but if you look at how the nodes will impact the games, they add a little extra something something to some of the cards and how they will interact with the mechanics of the set.
My complaint for many of the new supports is that they lose shields every turn as part of their ability, but the Blue Node seems like it may also strengthen the shields on those supports, which will in turn make them significantly more viable. Additionally, the Merfolk getting a power boost for every spell you cast would go very nicely with a blue/green Kiora deck that could chain spells. It could make that node really fun, and with green conversion, the mana wouldn’t be a major issue.
There is a lot of lifelink amongst the vampies and with the Black Node causing both players to lose life, it will enable you to be at a distinct advantage. Additionally, a lot of the vampires have abilities around token generation and reinforced creatures. Keep in mind that each stack on your tokens counts as a reinforced creature. If you manage to create an army of vampire tokens, you could use them in conjunction with the cards that have effects around reinforced vampires. Pirates still honestly don’t look too good here.
After going through the Red cards, specifically the red pirates, I felt like there was a lot of potential around maximizing power from treasure, but there weren’t enough ways to generate treasure. The Red Node enables your pirates to generate treasure each time they attack. This will also help with mana gains for those higher cost cards. The Dinosaur’s weakness lies in their mana costs, which means that you won’t have the mana to cast the Dinosaurs and removal reliably. With this node enabling your Dinosaurs to kill an opponent’s creature on cast, it takes a big negative away from the behemoths.
The Green Node looks like it could be pretty nasty in conjunction with Merfolk, but the Dinosaurs seem to come up short here.
The White Node looks strong for Vampires for the reasons I listed in the Black Node, and the Dinosaurs seem a bit on the underwhelming side here.
3.) Conclusion about the cards and events:
In conclusion, I think that Ixalan actually looks very dynamic with a lot of possibility to be new and engaging in ways that the game was not before. It could very well add the fresh type of twist we have been asking for these past few months. We are used to events being very vanilla, with matching gems and playing cards being the main foundational mechanic behind the gameplay, with a few objectives fueling the specifics of our deckbuilding. With Ixalan, the events themselves are adding new mechanics to the way the game will be played, and as a result, the cards likely needed to be balanced to reflect how the game will change with Ixalan’s events. If you are playing the new events with the proper cards in the proper nodes, you will be rewarded for playing the event as it has been intended and you will be given a more dynamic play experience where there are more factors to keep the game exciting, different, and challenging aside from just matching and playing cards for power alone. If you play using older cards, you will have the power boost of those cards, but they will not give you the rewards from boosts that you would get for playing Ixalan cards, which would likely balance the power a bit between other Standard sets and Ixalan. The removal in this set seems to be pretty good for it’s mana cost, so the biggest potential issue is in it’s creatures and big spells. If you read the entirety of my post, you would see that the mana costs will likely be less of an issue if you are playing the events as they were designed to be played. I have read many posts here about people wishing the developers would make it so that people were more strongly encouraged to follow event objectives. The new Ixalan events and the design of the set pushes players very strongly to play the event as it was designed to be played with the new cards and mechanics. This should add more variety to matchmaking and the decks you both play and face, which should make the game more exciting. Additionally, there are still some chase cards in Ixalan that we will be able to use in “Legacy” events that will be very powerful. We only use a select few of the cards from each block when we make “Legacy” decks anyways. In summation, I implore you to first see how the new cards will interact with the new way that events will work before you establish a conclusion as to wether on not Ixalan in MTGPQ is a success or a failure. The game is changing, and we cannot hold the same expectations we have had for previous cards to this new, changed set. Give the set a chance.